The interface could use some work.. An entirely different screen for selecting class/race. As is, it overlays three of the shops on the right side, and then the classes are confusingly on the left side overlapping stuff, too..

Though I would imagine this is something that's already being worked out?

CunningGabe wrote:Not exactly a bug per se, but: is there a way to see what the monster characteristics like "Cowardly" mean? It would be nice if one of the inventory tabs was always the last monster you pointed to, so that you could mouseover the characteristics and see what they mean. You figure it out soon enough anyway, but it's nice to know what you're getting into beforehand!

Heh, that's a bit of an interface logistics issue right there. I understand where you're coming from, though for now I'm hoping that players find effects easy to remember once they've observed them -- call it a "learning curve" if you wish.

If we find an elegant way to provide the players with info, we'll do it.

HenryVIIII wrote:Though I would imagine this is something that's already being worked out?

Visual and spatial stuff will be refined once we get the proper kingdom graphics up and running (they're actually supposed to be building icons instead of text buttons, and we'll be providing helper animations where necessary ).

You're also admittedly plunged into the deep end with this demo, as the typical player's kingdom usually starts off with fewer features and one or two guiding tutorials.

In the Mad Isles Dungeon, if you stand directly adjacent to a stair and then move your cursor somewhere where you will be traveling via that set of stairs, the dot showing your movement path does not show up on the stair next to you.

Also, I was playing in the Den of Danger and encountered an impossible start. Here is a screenshot. There was 1 level 1 monster in the area, with only 1 exit blocked by a level 2 monster. I remember you saying you had tweaked the start to be more generous, so this might just be an extremely unlucky randomization.

MaximumSquid wrote:Might not even be a bug, but I killed a LvL 2 Warlock in a dungeon and underneath the warlock a LvL 1 zombie appears. . .

The problem is that when you slay a level 2 Warlock this way you don't get any exp and you just end up with the bad LvL 1 exp

Not a bug. Welcome to the Creeplight Ruins.

el_devo wrote:Also, I was playing in the Den of Danger and encountered an impossible start. Here is a screenshot. There was 1 level 1 monster in the area, with only 1 exit blocked by a level 2 monster. I remember you saying you had tweaked the start to be more generous, so this might just be an extremely unlucky randomization.

Wow, you really were unlucky! But thanks for the screenshot, it's actually helped quite a lot. Now I'm tweaking spawning algs just a little more favourably.

If it's any comfort, this situation is even less likely to occur once you've played the full game and have a reasonably well-developed Kingdom on your hands. There's one particular upgrade that I always carry in with Rogues, but I cut it out of the demo version for some reason.